It has as much DPS potential as a Jager with 6 AC2... but this has far more heat-sinks. We'll see how the heat reacts to double tapping three at a time though.
I'm assuming that double tapping the C-UAC2s will create Ghost Heat not accounted for in Smurfy's. I'll be testing it soonâ„¢
There's a reason it hit the mainstream like wildfire. It's objectively pretty damned good. As for the build, I feel like it really needs Jump Jets. Also, do you really need an XL 375 for a long-range mech? Seems like a massive waste. I know the mech is locked with that engine size, but I'd pick a different mech to begin with.
Yeah yeah, it was far too hyped mainly because of it's popularity. But most people that used it as a gateway show into anime now realize that there are better shows out there. AoT is certainly better than most other crap that's put out. *cough* SAO *cough* [quote author=BindMind link=topic=6967.msg45647#msg45647 date=1403061333]As for the build, I feel like it really needs Jump Jets.[/quote] I might drop a C-DHS for a JJ. Seems logical. [quote author=BindMind link=topic=6967.msg45647#msg45647 date=1403061333]Also, do you really need an XL 375 for a long-range mech? Seems like a massive waste. I know the mech is locked with that engine size, but I'd pick a different mech to begin with. [/quote] Problem is, this is the only mech size that can carry three with enough ammo. Anything smaller just doesn't fit well due to lack of tonnage. It seems to fit perfectly on the Timber Wolf.
In regards to AoT, it's definitely one of my favourite anime, but nowhere near the level of Gurren Lagann, Code Geass, and Clannad. In regards to the build, I do get what you're saying... I'm thinking they need to introduce a 65-tonne omni-mech with relatively small engine. Something of a clan-jagermech if you would. I don't know many battletech mechs, though, so I couldn't name any offhand. As it sits, I feel like the Direwolf is the only clan-mech actually suited to true long-range engagements. Perhaps that and the Adder/Kit Fox.
Eh? You mean that the others can't beef up with that much available weapon tonnage? Cause I disagree strongly on long range, many of these can do well.
So, tried this in the testing grounds. Ghost heat does apply if you double tap them all, but it does not add very fast considering you will have frequent jamming. This feels like it would be very effective brawling, but the RoF really kills it. By that I mean, you are double tapping so fast that it feels like it jams WAY too much. They might have to reduce the jam rate of these little guys or no one will use them... Overall, it feels pretty good. Since the ghost heat is not always applied (depending on the jamming) this build runs way too cool most of the time. The Ghost heat can sneak up on you if you have a decent no-jam streak. This build will only work if you can maintain target and keep smashing the trigger. Absolutely not a shoot and scoot mech. I feel it has a very limited roll, but i'll reserve that for when I actually get it into a match another night.
A macro would help, but it's not going to solve the problem. The issue is that they jam too often if you fire them as fast as possible. This is because the weapon itself has such a fast cool down time (RoF). It has more opportunities to jam in a shorter amount of time compared to the other UACs. Within just a few seconds, each C-UAC2 would have had many chances to jam and most likely will jam. If I had to guess, I was able to maintain double-tap firing for 1x C-UAC2 for 90% of the time, 2x C-UAC2 for about 60% of the time, and 3x C-UAC2 for 25% of the time. More than half the time you will have at least 1 C-UAC2 jammed. Hopefully I'll get a few good tests in this week.